Showing Posts For Cayllara.1564:

Necros' and their Zone of Control

in Necromancer

Posted by: Cayllara.1564

Cayllara.1564

The way I see it Death Shroud would work, but not all Necros would gain from having a skill that did this. Better to put it on a weapon that you know already appreciates being up close and personal.

What I don’t understand is why all of Death Shroud’s abilities are single target. Death Shroud should be this intimidating thing that makes you question whether or not you want to keep fighting the Necro. Currently it’s just mildly intimidating with the threat that the Necro has the potential to outsustain you, and you know you can disengage at virtually any time.

And as far as the aoe goes, piercing is… Okay. But there’s usually better traits than that,. Meanwhile our chills are all single target, for reasons I’m not entirely sure of. Chill is kind of the one condition we have that you REALLY want in pvp, but even if we’re the best at applying it we’re still pretty kitten mediocore when it comes to keeping it going, especially considering how easy it is to cleanse conditions. It certainly doesn’t help that so many of our abilities have such long casting times too, especially when compared with other much stronger classes like the Elementalist.

Wells need buffed, they are boring.

in Suggestions

Posted by: Cayllara.1564

Cayllara.1564

I love having 8 different skills that all put a circle on the ground. Its amazingly varied gameplay.

I know, its also like having signets apparently, having 8 different circles you have to be strategic with and place on the ground to heal your allies to protect your enemies is a very passive gameplay and is almost like not doing anything!

He was being sarcastic…
And decreasing the cooldowns and increasing the durations decreases the skill ceiling, so you’re still just contradicting yourself every step of the way.

Skills should be more friendly, the skill ceiling for wells are stupid high already. Enemies can also simply move out of them.

So, in your mind you should be able to drop a well and just instantly start turning a fight? The entire point of wells is to encourage teamplay to keep people inside them or to drop their evades. And even if that was your argument, which it clearly was not until now, your proposed changes do nothing to address this.

The entire point is to use them either offensively or defensively.

Which is why the “TARGET + DAMAGE” can be used 1200m away from you, where the Protection one favors not even having range at all.

That changes absolutely nothing and has little relevance to people running out of your wells. The class is already going to be in melee range regardless, so I’m not sure what wells you have that need to be thrown at a range since none of them slow. As everyone has tried telling you MANY times, wells are some of our best abilities, and you really have yet to make any reasonable stance that suggests otherwise.

Wells need buffed, they are boring.

in Suggestions

Posted by: Cayllara.1564

Cayllara.1564

I love having 8 different skills that all put a circle on the ground. Its amazingly varied gameplay.

I know, its also like having signets apparently, having 8 different circles you have to be strategic with and place on the ground to heal your allies to protect your enemies is a very passive gameplay and is almost like not doing anything!

He was being sarcastic…
And decreasing the cooldowns and increasing the durations decreases the skill ceiling, so you’re still just contradicting yourself every step of the way.

Skills should be more friendly, the skill ceiling for wells are stupid high already. Enemies can also simply move out of them.

So, in your mind you should be able to drop a well and just instantly start winning and they shouldn’t be able to run out of it? The entire point of wells is to encourage teamplay to keep people inside them or to drop their evades. And even if that was your argument, which it clearly was not until now, your proposed changes do nothing to address this, and decreasing cooldowns only serves to lower the skill ceiling of the class even further.

(edited by Cayllara.1564)

Wells need buffed, they are boring.

in Suggestions

Posted by: Cayllara.1564

Cayllara.1564

I love having 8 different skills that all put a circle on the ground. Its amazingly varied gameplay.

I know, its also like having signets apparently, having 8 different circles you have to be strategic with and place on the ground to heal your allies to protect your enemies is a very passive gameplay and is almost like not doing anything!

He was being sarcastic…
And decreasing the cooldowns and increasing the durations decreases the skill ceiling, so you’re still just contradicting yourself every step of the way.

(edited by Cayllara.1564)

Wells need buffed, they are boring.

in Suggestions

Posted by: Cayllara.1564

Cayllara.1564

Its really not OP, its actually quite fun if you look at it from a control and support standpoint.

How does it being fun refute that it is op? Also, nobody wants another 5sig class. I’m honestly kind of shocked anyone would think that was a good idea.

Wells need buffed, they are boring.

in Suggestions

Posted by: Cayllara.1564

Cayllara.1564

just makes them amazing for applying pressure as well as group support.

They already do this. I see you keep saying this would make them better at it, but you haven’t provided any real argument as to why wells need to be buffed in the first place. The entire point of the class is to out sustain an enemy while you slowly kill them. This is why they haven’t got any real burst damage.
And in terms of group support in spvp, they aren’t really the class for it. Works fine in pve, but not in pvp, and I really don’t think they intended for them to do that anyways.

(edited by Cayllara.1564)

A way to fix necromancers (for PvE)?

in Necromancer

Posted by: Cayllara.1564

Cayllara.1564

Not to be an kitten but your friend is clearly one of those people who just doesn’t understand their role as a Necromancer. They are supremely tanky, they are the absolute best at applying weakness and massive stacks of vulnerability, they are the best at keeping chills applied, they use condition damage, which is great because condition damage completely bypasses resistances, so it’s a constant guaranteed damage. There’s a ton of things that make Necromancer’s great, and just like any other class it takes some time and experimenting to really understand their purpose.
And as far as pugs go, try gw2lfg.com

All what you said is very true but the issue is, do we need in a dungeon what a necro can provide?

You could say the same thing about almost any class. Twenty-five stacks of vulnerability makes mobs drop super fast, and chill and weakness means they use those devastating abilities less, and hit much softer. I have had fights turn into a cakewalk simply because I dropped a well down. And blind/weakness spam, while not as obvious as a Guardian’s aegis or a Engineer’s cc, are still huge damage mitigaters. Do you always need it? No. But you could say that about a lot of the things other classes provide. The point is that the Necromancer has their role, and they are far from useless.

I’ve seen this same sort of argument a million times in other mmo’s. There will always be classes that are stronger than others, and people will always argue that there’s no reason to bring a class because others are better. And as much as I hear this, I rarely see it practiced.

Back in WoW LK when Boomkins were super subpar I was turned down for a raid maybe twice in my entire time playing. The only reason anyone brought a Boomkin was they applied some miss chance, but people still brought them.

I agree that this class needs some love. There are definitely a lot of other classes that you could argue are better. But I don’t agree with the idea that they are worthless.

(edited by Cayllara.1564)

Wells need buffed, they are boring.

in Suggestions

Posted by: Cayllara.1564

Cayllara.1564

I changed the top to my idea!

Apart from some combo fields I don’t see any changes at all.

Look at the top.
I removed the damage from wells, gave them all a unikittenfect, made them last longer with a shorter recharge. Wells will really change the fight and make a “Support” Necromancer.

Those durations are ludicrous and the damage was about the only thing that made things like Well of Suffering good.
Well of Blood is already arguably our best heal, and the issue isn’t that it doesn’t scale well with healing, but that Life Siphon doesn’t scale at all.
As has been said before, well’s are already some of our best utility skills. They’re absolutely fine and I use absolutely every one of them between all my builds. The only build I have that DOESN’T use a well is my tanky controlmancer.

Well of Suffering would be an elite skill that steals boons. (This allows the Wellomancer to have all 5 slots.)

The new trait allows all wells to do damage, not as much as “Well of Suffering.” did, but a lot.

The idea is to turn Necromancer into more “On-demand” support where they can lay down a well when they need to and recreate the map.

They are already an on-demand support that removes conditions from the entire team, has the best vulnerability and weakness stacking in the game, and is overall just really tanky. The absolute only reason I ever use Well of Suffering is when I am doing open world pvp, because it does insane amounts of damage to heart mobs. And if you are trying to run five wells then you are already screwing something up. The max you should really be running is three, including Well of Blood.

Wells need buffed, they are boring.

in Suggestions

Posted by: Cayllara.1564

Cayllara.1564

I changed the top to my idea!

Apart from some combo fields I don’t see any changes at all.

Look at the top.
I removed the damage from wells, gave them all a unikittenfect, made them last longer with a shorter recharge. Wells will really change the fight and make a “Support” Necromancer.

Those durations are ludicrous and the damage was about the only thing that made things like Well of Suffering good.
Well of Blood is already arguably our best heal, and the issue isn’t that it doesn’t scale well with healing, but that Life Siphon doesn’t scale at all.
As has been said before, well’s are already some of our best utility skills. They’re absolutely fine and I use absolutely every one of them between all my builds. The only build I have that DOESN’T use a well is my tanky controlmancer.

Wells need buffed, they are boring.

in Suggestions

Posted by: Cayllara.1564

Cayllara.1564

I changed the top to my idea!

Apart from some combo fields I don’t see any changes at all.

A way to fix necromancers (for PvE)?

in Necromancer

Posted by: Cayllara.1564

Cayllara.1564

You should look at a well support build. I have great success with specced out wells, can keep regen on allies and offer AoE heals as well as vulnerability, poison, and bleeds. My overall DPS, while of course not at warrior level, is rather respectable. My guild always enjoys having my necro with them in dungeons.

That sounds reeeeeally nice. I myself designed a chill/poison necro build that also went into minion master and am designing another that’s focused on eating and causing conditions nonstop. But that’s the biggest problem: in guilds? Sure, why not, right? They trust you and know what you’re doing.

In PUGs? “What can YOU do that won’t make you a waste of a slot?”

Then again, PUGs are generally terrible…

Not to be an kitten but your friend is clearly one of those people who just doesn’t understand their role as a Necromancer. They are supremely tanky, they are the absolute best at applying weakness and massive stacks of vulnerability, they are the best at keeping chills applied, they use condition damage, which is great because condition damage completely bypasses resistances, so it’s a constant guaranteed damage. There’s a ton of things that make Necromancer’s great, and just like any other class it takes some time and experimenting to really understand their purpose.
And as far as pugs go, try gw2lfg.com

Fixing conjure weapons

in Elementalist

Posted by: Cayllara.1564

Cayllara.1564

No, I think eles using conjured weapons is just fine. Take a dagger/dagger ele. The icy longbow allows for range. Or a staff ele, the lightning hammer allows for some melee. The fiery greatsword can do both. And the awesome thing about the hammer, longbow and greatsword conjures is that they somewhat replace things you could take as slotted skills as far as offensive skills goes, like glyph of storms.

Dagger/dagger doesn’t really need range because it already has a ludicrous amount of gap closing abilities; if you need range in a specific encounter you should have changed your weapon sets anyways. I don’t see why a staff Elementalist would want to suddenly start beating things to death in either pve or pvp. And I haven’t a clue why anyone would use glyph of storms. The only notable thing storms can do is blind spam, but you should be leaving that to other classes that can do it better.

Fixing conjure weapons

in Elementalist

Posted by: Cayllara.1564

Cayllara.1564

I think most of the problems here is you guys are trying to use the conjured weapons yourself. If you have ever used a frost bow or a fiery greatsword in a dungeon, you are already probably aware of what a god send conjure weapons are for other classes. Most conjured weapons, apart from the fiery greatsword, don’t offer anything that an elementalist couldn’t provide themselves. The main attraction is dropping them for people who don’t have your toolkit, and for that they are great. I think the main problem is some of the conjured weapons are either so situational they aren’t worth bringing, or do so little they aren’t useful; the shield and lava axe come to mind here.